[Server Option] Disallow HAT and CE in Insurgency mode

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BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by BlackwaterSaxon »

This happens every insurgency map and it just gets tiresome, it already annoys me the lengths the insurgent side will go in order to get a sniper kit, as well as any bluefor kit for that matter.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Dev1200 »

mat552 wrote:Why is it the DEVs job to deal with player stupidity?

That's like saying DEVs should give back prone dive, but whoever does it gets kicked by admins. Dx



Also, It's a Realistic and Gameplay fix in one. Like I said, they wouldn't give you an Anti Tank Missile if there aren't any tanks. And there is no in game reason as to why you would get an Anti Tank missile to deal with anything. Unless your a n0ob and want to hat snipe infantry.

@Mac$Dre Imma have to agree with you, but isn't the SRAW disposable, similar to the AT4? The Fire Control Module is on the actual thing. But, I'm probably wrong.
Last edited by Dev1200 on 2010-05-26 04:51, edited 1 time in total.
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barbdwyer22
Posts: 93
Joined: 2009-03-28 02:13

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by barbdwyer22 »

Yes the SRAW is a very expensive, disposable rocket. The system he is probably thinking of is the Javelin.

Also, we are given these weapon systems to utilize inside cities. We use them to take out enemy positions all the time in real life.

The difference is: 1) We rarely lose them 2) They are disposable 3) insurgents do not have spare AT4/SRAWs laying around some crappy underground cache (a lot of them are buried).

The big problem with the CE kit right now is that they are as deadly if not worse than HAT kits. All it takes is ONE CE kit to be lost and the insurgent sits in the mosque main planting C4 on every single vehicle, thus blowing up every single armor unit. The insurgent with the CE kit will never die, as he is sitting in the DoD of main, while endlessly reloading off the crates.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Dev1200 »

The thing about HAT kits is that they are reloadable. If it wasn't, then we wouldn't have such a big problem.
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0331SgtSpyUSMC
Posts: 261
Joined: 2009-05-31 16:37

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by 0331SgtSpyUSMC »

Would that be possible to simply make opfor or bluefor kits not reloadable for the opposite team? I mean you can get it, but the you run out of ammo you are simply sol. It is realistic to capture any weapon if you think about it, but to find ammo is the whole different story
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by charliegrs »

barbdwyer22 wrote:Yes the SRAW is a very expensive, disposable rocket. The system he is probably thinking of is the Javelin.

Also, we are given these weapon systems to utilize inside cities. We use them to take out enemy positions all the time in real life.

The difference is: 1) We rarely lose them 2) They are disposable 3) insurgents do not have spare AT4/SRAWs laying around some crappy underground cache (a lot of them are buried).

The big problem with the CE kit right now is that they are as deadly if not worse than HAT kits. All it takes is ONE CE kit to be lost and the insurgent sits in the mosque main planting C4 on every single vehicle, thus blowing up every single armor unit. The insurgent with the CE kit will never die, as he is sitting in the DoD of main, while endlessly reloading off the crates.
This is the main reason why im one of the few people that supports keeping the HAT kit in insurgency maps. Weapons like the javelin ARE used in real life in places like iraq and afghanistan. Just make it unreloadable and i think we will have reached a compromise on the whole situation.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by LithiumFox »

Imchicken1 wrote:I agree with fighter.
wait.... wat?

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Imchicken1 »

If the HAT or CE kit is lost to the insurgents, then good for the insurgenst, bad on the Blufor.

Perhaps make it that HAT kits cant be reloaded from the Ins supply crates/caches (ammo boxes from ammo techies are wooden looking), and only from the metal ammo boxes and if you're Blufor, from the crates
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bromley
Posts: 461
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Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by bromley »

I have to agree, i play several hours a day on the chicago hardcore ins server and entire rounds are ruined every day because of these kits. Make it an option would be nice, keyword option: So you chose wether or not to implement it as a server owner. Though it may be hard since you would probably have to restrict CE and HAT for taliban/hamas/chechens also.
Rissien
Posts: 2661
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Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Rissien »

Imchicken1 wrote:If the HAT or CE kit is lost to the insurgents, then good for the insurgenst, bad on the Blufor.
Its not fair to punish an entire team because one guy wasnt smart enough to think or someone else intentionally gave it away.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by alberto_di_gio »

Commando_Jenkins wrote: Why on earth would you need a Heavy Anti-Tank kit on an Insurgency map?
  • You can do just as good with a LAT kit
  • Deployable TOWs can be used in place of HATS
  • Technicals and Bomb trucks can be easily destroyed by a well placed LAT and .50 cal fire
  • Caches can be destroyed from distance with a TOW or well placed LAT
Good point actually. I can't recall any moment which I needed a HAT kit as BLUFOR in insurgency maps.
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StiffyMagnum
Posts: 45
Joined: 2009-01-04 18:17

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by StiffyMagnum »

Commando_Jenkins wrote:
There is no reason why someone should be using a kit that is mainly used to destroy Tanks and APC's on AAS maps

Giving the enemy the opportunity to use C4, making any vehicle into a bomb car or bike. This is an unfair advantage to the whole team because of one persons stupidity.
Amen. Cannot count how many games were ruined because of this. something needs to be done. The only players that use a HAT kit or C/E kit on insurgency maps are usually problem players or noobs anyway. One way or another, the kit ends up in enemy hands.
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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Cheditor »

Though i do hate when a person takes a hat kit on insurgency out the front door to hordes of enemies they can be useful on some maps. And tbh i've rarely seen this happen out of last 10 insurgency games would have to say ive only seen 1 hat get taken out. But now with tows i guess using a hat from a main base as Fire support is redundant so a HAT taken out of insurgency would be useful now.

And combat enginers uhhhh what? Why take out the only kit you can disable mines with. If someone mines the entrance to your base you can't do anything then.
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Gore
Retired PR Developer
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Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Gore »

I don't care about the hat, remove the damn tow.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by alberto_di_gio »

Cheditor wrote: If someone mines the entrance to your base you can't do anything then.
well... actually you can do. those who we call "war causalities" :mrgreen:
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Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by Fresz »

GoreZiad wrote:I don't care about the hat, remove the damn tow.

Disaggree with removing of HAT and aggree with removing stationary TOW... game braker...
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by maarit »

maybe we need military advisory here!!!!
is there any situtiation where blufor troops would take such weapons when they proceed in field?
just thinking that, ingame we know what there is against us but in reallife that area is unknown.

if its realism to take HAT`off,then take it off.
Giving the enemy the opportunity to use C4, making any vehicle into a bomb car or bike. This is an unfair advantage to the whole team because of one persons stupidity.
before advisorys comment,that one stupid man should be in squad and squadleaders should tell the squadmembers what kit they should take.
Last edited by maarit on 2010-05-26 10:58, edited 1 time in total.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by mat552 »

alberto_di_gio wrote:Good point actually. I can't recall any moment which I needed a HAT kit as BLUFOR in insurgency maps.
Nothing deals with Dumpy trying to slip by into an ambush position on Fallujah West quite like a hat to the driver cab, let me tell you.

As for all the "But one noob can ruin my game ohnoez!!1"

How about you get off your damned high horse and TEACH them, you know, like someone had to do for you? Yank them into your squad, explain very carefully and in detail why the kit should NEVER leave main. Ever. If they're belligerent, then you don't need admins to micromanage kits. They can just deal with players. I've not played with anyone yet who couldn't be taught to understand why the HAT/CE was such a tremendous advantage to the other team, several orders of magnitude more so than for bluefor. I know they're out there, but they're usually the ones who aren't currently and won't in the future be doing anything to help the team anyway, so they'd be doing things that are equally as stupid.
I could try to make a point about it not being fair for one, as it's supposed to be real life, and that it's really just a game. You get to try again.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
alberto_di_gio
Posts: 534
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Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by alberto_di_gio »

maarit wrote:maybe we need military advisory here!!!!
is there any situtiation where blufor troops would take such weapons when they proceed in field?
I guess in suburban area fights US armies use rocket launchers to bomb INS hiding homes or nests but I think Rifleman AT kit is already enough for that.
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alberto_di_gio
Posts: 534
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Re: [Server Option] Disallow HAT and CE in Insurgency mode

Post by alberto_di_gio »

mat552 wrote:Nothing deals with Dumpy trying to slip by into an ambush position on Fallujah West quite like a hat to the driver cab, let me tell you.
Ok but then you are again only referring to a probability of a very specific situation which may or may not occur in a single game. I think existence of HAT or any kit should not depend only on the GARY. Plus still you have Rifleman AT kit for that.
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